Blitz3D Shader Samples
These examples require Extended language mode. Stable builtin:
aliases need no nearby files; editable HLSL versions are included for learning.
Every sample supports W/S forward/back,
A/D strafe, and cursor-key look. On-screen
controls provide effect adjustment and before/after comparison. Each scene is
built around the geometry, depth, lighting, or motion needed to reveal its
effect clearly.
- Built-in Unlit — lit/unlit pairs under an orbiting point light.
- Surface Tint — animated named colour and shine across varied silhouettes.
- Toon Shading — selectable bands, view rim, and moving light.
- Vertex Waves — dense-grid displacement and shadow-matched animation.
- Rim Light — camera-dependent edge light with adjustable width and strength.
- Dissolve — textured clipping, emissive frontier, and matching cut-out shadows.
- Grayscale Effect — adjustable before/after treatment over a colour field.
- Vignette Effect — adjustable falloff with bright edge markers.
- Bloom Effect — interactive full-screen glow with adjustable threshold, intensity, and radius.
- Built-in Standard Material — PBR brushes, environment lighting, reflections, emission, and a skybox without external media or HLSL.
- Image Quality Controls — FXAA, 4x MSAA, render scaling, frame pacing, bloom, and colour adjustment without external media.
- Colour Adjustment — grading controls over colour, grey, and value references.
- HDR and Colour — varied HDR emitters, tone mapping, bloom, exposure, and a visible stylised LUT.
- Screen-Space Effects — six effects isolated over a deep, contact-rich scene.
- Modern Materials — six purpose-built material exhibits instead of generic primitives.
- Water and Glass — shoreline foam, submerged rocks, coloured refraction targets, and absorption.
- Standard Material Layers — moving highlights and a striped environment reveal each PBR lobe.
- Temporal Effects — fast silhouettes, thin geometry, particles, free-camera blur, and history cuts.
- Reflections and Volumetrics — polished-floor SSR, fallback, fog, tracked shafts, and occlusion.
Shader guides: Beginner ·
Intermediate ·
Advanced authoring